Welcome to Wargames Design, the website of game designer Jim Bambra and Combat HQ: World War Two Wargame Rules.
Combat HQ is a fast-paced set of wargame rules for playing large-scale World War Two battles.
Rapid Command Pulses and opposed dice rolls keep players constantly involved. Easy-to-play rules emphasize command and control decisions over complex combat resolution mechanics.
In each Command Pulse you decide how to use your limited command resources. Will you use your Command Dice to move up a company of infantry supported by tanks? Or will you use them to rally an Anti-Tank Gun battery? Or maybe you’ll use them to liaise with your staff officers?
Combat HQ uses six-sided dice and is suitable for 2mm to 28mm figures. It features rapid movement, decisive combat, and exciting decision making.
Combat HQ: World War Two Wargame Rules
Designer's Notes - Reaction DiceReaction Dice in Combat HQ There are two types of Reaction Dice (RD): Firepower (FP) Anti-Tank (AT) Infantry are FP targets; Armour are AT targets. While on similar scales, they do vary. Infantry RD are mainly morale based. Armour RD are morale + armour. Armour can't be affected by FP. Infantry can't be affected by AT.… READ MORE
Half-tracks in World War TwoWhy there is little or no difference in RD between troops in a Halftrack and those in a soft top truck? Often half-tracks are seen as some sort of super weapon. But 14.5mm of armour in an open-topped vehicle acts more as cover rather than providing all-round protection. When the armoured infantry dismount to fight… READ MORE
Reaction Dice Questions1. If German troops are in a Sdkfz250 for example are they able to fire from it? If so do they use their normal FP? Same for MG platoon? Yes - the stats are used whenever the platoon fires. Whether mounted or dismounted the platoon gains the benefit of half-track weapons. The stats use the… READ MORE